It had nothing to do with the level of players.... because they actually had great players on there who I would run games with on the reg...that's what made it fun...but UT3 was watered down compared to 2004 and the rest of the titles before that.... judging by how UT is looked at now, the rest of the world seems to agree with me on that too

Um gone keep it simple bruh

1. Side dodging with the impact hammer loaded so that you can avoid incoming fire while still moving toward your target faster than they can run away isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
2. Shooting the flack cannon shards at the floor in front of your target so that more shards hit them via bounce isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
3. Using the arc on the bio rifle/flak cannon to fire down/over ledges while not exposing yourself to incoming fire isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
4. Spotting an incoming (redeemer / avril) missile coming in and shooting them down mid flight isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
5. Understanding the powerup placement when it was last picked up, how long it likely takes to respawn, and the best routs to control all powerup spawns on the map isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
6. Hitting the ebrake on the hellbender to wip the back around and quickly setup so that you can quickly get away as fast as possible(it drives slower in reverse) isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
7. Shooting a shock combo ball up high above your target then peppering the area with shock balls and finally shooting the first shock ball in the distance so that the chain reaction happens in reverse isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
8. Understanding how long it takes to charge the cannon on the gunners seat of the hellbender so that you can get one shot kills ...and pulling it off(not to mention shooting down avrils) isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
9. Knowing when/how to use the magnetic balls to knock down fast moving tagets like the manta or flying targets like the raptor isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
10. Grappling onto flying vehicles so that you can quickly make it to hard to reach, time consuming areas, or quickly make it back with the flag isn't a perk, something you gain cause of points, or you chose an ability. It's understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal.
etc etc etc etc
Now with that established, the question then becomes.
well in all games you can....
"....understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal."
...so how does that make UT3 or any other game we are claiming to be skillful in fact skillful in and above these other modern shooters?
The answer would be that while true, all games inherently gives you the ability to...
"....understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal."
...these new games undermine the act by giving you abilities via perks and lvling systems that ultimately serves to undermine or straightup break the utility of skillfully using those base mechanics.
If I run with a teammate and both of us are using the link guns ability to increase dmg in close proximity, that's skillfully using the base mechanics everyone has access to at almost any time.
If I run out doing increase dmg because I simply picked some random perk noone else has yet that throws off the base mechanics of the game(no it doesn't eliminate those base mechanics)
Conclusion:
This tread ...or rather my interpretation of it

Is about how modern shooters undermine the need to...
"....understanding the base mechanics of the game, crystallizing part of that knowledge into a tactic and skillfully utilizing it to achieve a goal."
...by constantly giving you perks and abilities essentially cause you've played for an extended period of time and racked up some kills.
It's the ultimate participation trophy
But these trophies give you the ability to run as fast and throw as far as the people who really (worked for/was born with) it.
This thread isn't about whether you personally felt the need to delve into the base mechanics of UT3 with your cohorts on xbox360.

Again I've played a hell of alot of games of Street fighter with scrubs while younger and I only delved into the mechanics enough to deal with them.
That says less about SF and more about my competition

Not my prob....I've been around UT long enough to know people were throwing all kinds of shade at UT200(3/4) also in terms of everything from
....superficial things like character design "mr. crow"

....to movement / level design (the wall & double jumps bringing a need for huge/scaled levels some people didn't like)
....Issues with the shield gun throwing off matches
etc etc
UT3 didn't kill anything in my opinion, it simply furthered the same things that was going on in the community anyway
I.E. people with a vested interest in their fav version shytting on the other ones
Has there been a multiplayer first person shooter truly built on SKILL in a decade?
I stand by my position.
The real issues
1. The UT community(like most shooter communities) split with each release making each sub-community smaller(this isn't a prob as long as you bring in new fans)
2. Without the "modern" perks & lvling systems you are not going to bring/keep new people because it feels dated/redundant doing the same things over and over without a larger goal to work towards.
If we aren't talking about those two things above we ain't talkn bout shyt bruh
I've been playing these arena shooters since my daddy came home from the galleria with a shareware version of wolfenstien for our Packard bell PC. That was way back when mofos was playing police/kings quest, myst, and shyt.
That said the thing with arena shooters is they need to add something to cover up the monotony. The gameplay mechanics can be top notch but doing DM & CTF over and over for no obvious reason or gain
They need some kind of meta game layer that sits over the combat.
1. World conquest mode
2. Tournament mode
3. Sudo story / persistent world
4. etc etc
They need something for players to work towards or they can easily get caught up in the monotony of sameness.

.........thats all I got